Star Conflict OBT V. 0.6.1

Star Conflict OBT v0.6.1

== Changelog ==

General

* Updated matchmaking system:

  • Reduced the probability of very strong players being matched with the weaker players

  • Changed the team distribution logic, so that it is more balanced

  • Left only three modes “Combat”, “Training”, and “Test fight”

* Changed the battle reward system:

  • The technological level of the opposing team does not affect the credit reward anymore

  • The level of income depends only on the technological level of the player’s ships. The higher this level, the higher the reward.

  • Adjusted the bonus rewards - now it depends on the player’s effectiveness

  • The base bonus reward increases with the technological level of the ships

* Completely removed the damage to and the need for repair of all modules

Game balance: General

* Now, the high-tier skills do not affect the lower-level ships

Weapons and modules: General

* Weapon modifiers no longer consume energy

Weapons and modules: Support Modules

* Added the “Emergency Barrier” module, automatically activating additional shields when the ship is close to being destroyed

Battlegrounds: General

* Improved beacon locations in ‘Domination’

Battlegrounds: Pandora orbit anomaly

* Added additional asteroids

Interface: General

* Added detailed tooltips for modules, weapons and rockets

* Removed the ability to buy modules, which can not be installed on owned ships

Interface: HUD

* Reworked the “leaving map borders” warning

Sound and Music: General

* Fixed some bugs in the English voice acting

* Fixed sounds for assault railgun

* Fixed a bug with the phase shield sound

* Improved rocket and railgun hit sounds

* Improved laser sounds

* Improved the ‘disintegrator’ sounds

* Imporved the hit sounds

Bug fixes

* Fixed incorrect status updates in the player list in battle

* Fixed a number of errors which caused the game to crash while loading

* Leader of the squad can queue up for the next fight, even if not all the squad members have left the previous battle

* Fixed the wrong faction change price in Contracts window

* Fixed the wrong reward change in contract list

* Further development of afterburner dynamics. Now, the power consumption is lower, while acceleration and deceleration are faster.

* Increased the effectiveness of all Mk3 modules.

* Premium modules’ effectiveness brought closer to the Mk3 ones.

Star Conflict OBT v0.6.1

Game balance: General

* Now, the high-tier skills do not affect the lower-level ships

how is choosen, which skills are high trier and which are low?

how is choosen, which skills are high trier and which are low?

Each skill has also a Tech level. The higher Tech Level skills won’t affect the lower Tech ships.

Habt ihr was mit dem Boostsystem gemacht? Die Schiffe kommen irgendwie nicht mehr aus dem Hintern und die Verzögerung vom “Normal” Speed zum Boost ist schon echt heftig.Dadurch bewegen sich die Fregatten ja noch langsamer als sonst.

Die Energieproduktion auf den Schiffen ist nun auch 300% höher oder?Nachteil ist das ich nun fast durchgehend mit Boost fliegen kann.Ob das so gut ist :wink:

Das vergleichen der Waffen und Systeme per Shift funktioniert auch nicht mehr.

Am Boost wurde ein wenig gearbeitet. Er soll nun wieder stärker sein, jedoch must du dabei auch “w” gedrückt halten bis die normal Geschwindigkeit am Maximum ist.

Könntest du nen Screenshot bezüglich der Schrift machen?

Das Vergleichen wurde rausgenommen und soll demnächst wieder rein kommen.

Am im mistaken or are there also changes of modules, missiles and ships? Proxy Mine has smaller radius and minefield too. My Jericho T2-2 Ships gained about 1k of shield and ~500 hull.

Btw have a look at the aoe of Nuke. wtf 1km radius? And also no prox warning for that?

Interface: General

* Added detailed tooltips for modules, weapons and rockets

* Removed the ability to buy modules, which can not be installed on owned ships

About time to implement this.

Game balance: General

* Now, the high-tier skills do not affect the lower-level ships

Brokenly OP ships of lvl 15 players and high skilled pll are now more balanced.

Reduced the probability of very strong players being matched with the weaker players

First game after patch and got face kicked by T4 vs T2-2. Dont call it balanced… Also the decreased efficency of lower Tier weapons should be removed. Dealt with a full charge of Rapid rail 2.5k on hull vs T2 frig and only 900 agains T4.

Completely removed the damage to and the need for repair of all modules

We take it in to take it out, want the spend repair costs back!

Fixed some bugs in the English voice acting

Backward Voice also removed? I really liked this bug. xD First time heard it. WTFOMGLOL (fallen from chair)

Fixed the wrong faction change price in Contracts window

I guess all who have used it are already 15 with at least 5 Factions. Did anyone else sees the need of a rank reset by exploiting it? I do…

Hmm short boost was nerved by instantly draining energy for boost activation but consumption reduced for longer usage. -> Minor Inty nerv here.

Increased rate of energy replenishment by slightly decreased energy costs for some support modules.

Update looks good so far, lets see if the balance got nuked by the booster overwork.

post-12546-0-42918000-1353606415.jpg

Reduced the probability of very strong players being matched with the weaker players

[Jim Carrey in Dumb and Dumber]: “So you’re saying there’s a chance!”

Attack Ships seem to be handicapped by an engine designed for fuel economy

Attack Ships seem to be handicapped by an engine designed for fuel economy

Could you describe it a little bit more detailed?

Kleiner Fehler in der Detailbeschreibung -> siehe oben rechts

http://imageshack.us/a/img211/7678/screenshot121123115715.jpg

Ich wollte Screenshots von dem Anzeigefehler der Boostdüsen machen->werden nicht angezeigt unter Turbo im normalen PvP aber im Testfight funktionieren sie.

Leider sind die Screenshots fehlerhaft (nicht zu öffnen) weil ich während dessen ja Boost und W drücken muss.

Aber hier noch einmal der Contract+Lizenz Fehler-> Bonus wird angezeigt , wird aber nicht berechnet.

http://imageshack.us/a/img221/4261/screenshot121123121703.jpg

Danke. Werde das so weiter geben.

Could you describe it a little bit more detailed?

Glaube er meint das die Energie für den Boost enorm sinkt bevor die dicken Pötte überhaupt in Bewegung kommen. Auch sind sie noch träger als vor dem Patch. Die kleineren Schiffe können ewig boosten. Da geb ich Ihm Recht. Einfach ist das nicht die jetzt zu fliegen.

Aber was mir noch aufgefallen ist:

Die Energy Emitter und die Battery Recharge Module sind jetzt mit den Einstellungen für die Energieregenerierung der Schiffe völlig überflüssig. FALLS meine Energie nach dem Boosten und nach Einsatz von Modulen leer sein sollte, dauert es nur 2-3 Sek und die Leiste ist komplett voll.

Selbst die 740 GJ der Fregatten steigen so schnell das man eigentlich nie Probleme mit Energie hat.

Attack Ships seem to be handicapped by an engine designed for fuel economy

Could you describe it a little bit more detailed?

My Initial game-play impression on 6.1 is that My Jericho T2-2 attack ship seems to have experienced a speed decrease. I don’t have any screenshots, Just a sense of taking longer to get from point A to point B.

The new module descriptions are very helpful.

I’m still not in favor of the nerfed Plasma guns, specifically the “Hail” and the “Heavy”. The hold and release volley shot seems misplaced in what was previously a automatic machine gun. The Rapid-fire and the Assault have a much more natural action.

Here is some of my oppinions about newest patch:

* Updated matchmaking system:

  • Reduced the probability of very strong players being matched with the weaker players

  • Changed the team distribution logic, so that it is more balanced

The first, and any other, game i enetered was like me in my T1 ship agains team with only T2 and T3 ships, while before it usually matched me with players flying ships at T1 and rarely at T2. How the heck it is more balanced? T3 ship can in most cases oneshot T1 ship with easy, while being unkillable by T1s. Are you going to make Star Conflict like WOT where it is possible to meet players 5 tiers higher than you? I really don’t like new matchmaking.

  • Left only three modes “Combat”, “Training”, and “Test fight”

Did you make one more game mode to take out another one? I thought that the more modes the more interesting it is…

* Changed the battle reward system:

  • The technological level of the opposing team does not affect the credit reward anymore

  • The level of income depends only on the technological level of the player’s ships. The higher this level, the higher the reward.

Now when matchmaking is changed you meet much stronger opponets and additionally rewards are reduced… I thought it is worth some kind of additional reward if you win with players one or two tiers higher than you. If i get same reward no matter what opponets i have i’d like to play agains ships at my own tier :confused:

  • Adjusted the bonus rewards - now it depends on the player’s effectiveness

Ok, that’s good idea. But again with current matchmaking when T1 or T2 ships are put against T3 or T4 ships its simply not possible to get as much effectivness as high tier players do - again weaker players get even less rewad :frowning:

  • The base bonus reward increases with the technological level of the ships

Ok, that have some sense.

* Completely removed the damage to and the need for repair of all modules

I don’t really understand why you brought this ingame if you took it out.

Game balance: General

* Now, the high-tier skills do not affect the lower-level ships

Ok, it sounds like balance, but it should be based on average tier of all ships in battle - now high tier ships operate at full skill levels while weaker low teir ships in same battle are even more weakened. If i’m put against strong ships i’d like at least to have some of my higher skills active.

Weapons and modules: General

* Weapon modifiers no longer consume energy

Ok, that may be good, especially when i remember recent Totally Energy Unfriendly mechanics.

Weapons and modules: Support Modules

* Added the “Emergency Barrier” module, automatically activating additional shields when the ship is close to being destroyed

This may have some good sides but since i’m onshot by 2 tiers higher frigates with this overpowered rapid railgun, i didn’t have much chance to test it.

Battlegrounds: General

* Improved beacon locations in ‘Domination’

Battlegrounds: Pandora orbit anomaly

* Added additional asteroids

Improving battleground is always good.

I’m waiting for some new tight space-station map though.

Interface: General

* Added detailed tooltips for modules, weapons and rockets

At last, now i can read some more about it. Now i’d like to see some more detailed description about ships. It’s quite unfair that i can’t know what are ships specifications and special ability untill i buy it.

* Removed the ability to buy modules, which can not be installed on owned ships

Good to avoid mistakes at shopping.

* Further development of afterburner dynamics. Now, the power consumption is lower, while acceleration and deceleration are faster.

Now it seem to have a bit more sense than it had before. But still there is few things i doesn’t like.

  • I’d say acceleration is slower and deceleration faster. Now ship doesn’t get this kick while activating afterburner.

  • Either there is a bug or it’s intentionally: None of my ships reaches it’s Top Speed, when i look at the “speedometer” thing it’s never full no matter how long i fly on the afterburners. I know that steering left or right, or flying up or down limits top speed, but i dont think that pushing froward button should limit top speed too, since without it i stay in place.

  • Bug for sure: when activating afterburners i can’t see any additional engines to glow like they did before, but i see all engines glowing on other sips in battle.

And by the way, i’d like to see something like Breaks to stop the ship in place without pushing tons of buttons together to counter any ship movement - just like it works when activating sniper mode in imperial frigates - it stops ship in place very quickly.

I’d be glad to see spread of rapidfire plasma reduced, not it’s hard to hit a space station with it. Together with overheating, low range, and quite low damage it’s useless now. Also assault railguns have way too much spread in my oppinion, it have decent range but after one or two shots it reaches it’s top spread and can’t hit anything. I think that weapon spread is growing too fast.

How about making rapidfire railgun work as it did before? I mean make it rapilt firing machingun again? And make new type of weapon like shotgun railgun or something whit this charged shot thing availible.

Or third possibility: how about making rapifire railgun to fire normal continous fire while holding fire button (maybe with gradually decreasing firerate or overheating and spread) and when the fire button is released it start charging shot which will be realeased when fire button is pressed again. It also might be worth trying if rapifire railgun will not shoot whole charge in one single burst but rather release stream of bullets on rapid rate. It would look more natural in my oppinion to see “rapidfire” gun shoot with short series like: pew-pew-pew-pew-charge/cooldown-pew-pew-pew-charge/cooldown-and so on.

I’ve mentioned it here before: [http://forum.gaijinent.com/index.php?/topic/12572-patch-060-constructive-criticism-thread/page__st__20#entry119579](http://forum.gaijinent.com/index.php?/topic/12572-patch-060-constructive-criticism-thread/page st 20#entry119579)

Thats, all from my side. At least all i can remember to mention at the moment.

Hope at least some of my seggestions will be helpful.

Glaube er meint das die Energie für den Boost enorm sinkt bevor die dicken Pötte überhaupt in Bewegung kommen. Auch sind sie noch träger als vor dem Patch. Die kleineren Schiffe können ewig boosten. Da geb ich Ihm Recht. Einfach ist das nicht die jetzt zu fliegen.

das die dicken pötte eine gewisse anschubenergie brauchen finde ich in ordnung, allerdings…

Aber was mir noch aufgefallen ist:

Die Energy Emitter und die Battery Recharge Module sind jetzt mit den Einstellungen für die Energieregenerierung der Schiffe völlig überflüssig. FALLS meine Energie nach dem Boosten und nach Einsatz von Modulen leer sein sollte, dauert es nur 2-3 Sek und die Leiste ist komplett voll.

Selbst die 740 GJ der Fregatten steigen so schnell das man eigentlich nie Probleme mit Energie hat.

…stimme ich dir hier vollkommen zu. der faktor der begrenzten energie wurde praktisch rausgenommen - egal wieviel module ich angeschaltet habe. bei den frigatten finde ich das energieverhalten sogar noch am ehesten balanciert (lies: nicht so ‘off’ wie bei den anderen beiden schiffen)

insgesamt scheint mir der interceptor einfach wieder doch recht einfach zu spielen.

positiv finde ich jedoch, dass sich der fighter (wenns sein muss auch mit plasma) wieder einigermassen spielen lässt.

I’m still not in favor of the nerfed Plasma guns, specifically the “Hail” and the “Heavy”. The hold and release volley shot seems misplaced in what was previously a automatic machine gun. The Rapid-fire and the Assault have a much more natural action.

I completely agree. After a couple games (having been out of the game for a little bit) the new “Hail” plasma guns were a huge shock. They are practically useless against another ship, and the only plasma weapon really useful against pylon defense drones. I don’t like being forced to choose between the two.